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Why must numbers go up?
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<blockquote data-quote="ExploderWizard" data-source="post: 5153105" data-attributes="member: 66434"><p>The answer is very simple. The character is just some notes on a sheet. The one to appreciate a challenge is the player. Players are not challenged by a system simply by increasing numbers. Challenging the players requires new dynamics and approaches to problem solving. </p><p> </p><p>By the time adventurers reach "name" level they have proved themselves capable of heroic deeds and thier ability to work well as a team. Continuing to do the exact same things with bigger numbers can get stale after a while. Constructing fortifications, managing followers, clearing land and taking responsibility for the safety and prosperity of a populace present players with <em>new </em>types of concerns involving more responsibility as persons of importance in the game world. There is nothing better for getting the players to care about the setting than having them own chunks of it. </p><p> </p><p>This doesn't mean that it becomes time to put the sword above the mantlepiece and just play administrators. There is plenty of room in the game for adventures of the more traditional sort to take place alongside the new challenges of responsibility. A prime example of this done well is CM1 <em>Test of the Warlords. </em>The players get to claim land, build and manage dominions, deal with political intrigue, lead armies into battle, and still have to go out personally and kick some epic monster ass. </p><p> </p><p>Not everyone needs or wants these changes in the campaign but the option and support for them are nice to have.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5153105, member: 66434"] The answer is very simple. The character is just some notes on a sheet. The one to appreciate a challenge is the player. Players are not challenged by a system simply by increasing numbers. Challenging the players requires new dynamics and approaches to problem solving. By the time adventurers reach "name" level they have proved themselves capable of heroic deeds and thier ability to work well as a team. Continuing to do the exact same things with bigger numbers can get stale after a while. Constructing fortifications, managing followers, clearing land and taking responsibility for the safety and prosperity of a populace present players with [I]new [/I]types of concerns involving more responsibility as persons of importance in the game world. There is nothing better for getting the players to care about the setting than having them own chunks of it. This doesn't mean that it becomes time to put the sword above the mantlepiece and just play administrators. There is plenty of room in the game for adventures of the more traditional sort to take place alongside the new challenges of responsibility. A prime example of this done well is CM1 [I]Test of the Warlords. [/I]The players get to claim land, build and manage dominions, deal with political intrigue, lead armies into battle, and still have to go out personally and kick some epic monster ass. Not everyone needs or wants these changes in the campaign but the option and support for them are nice to have. [/QUOTE]
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Why must numbers go up?
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